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Current Version:
Fall of Kobol Downloads
No longer enhanced but available:
SotF: Fall of Kobol Diplomacy/Trinity 1.043
How To Install Sins of the Fallen
Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.
How to Activate Sins of the Fallen
Sins of the Fallen: Fall of Kobol
A Battlestar Galactica mod for Sins of the Solar Empire
Release Date: TBD
NOTICE: This fan based modification is completely unofficial and is in no way endorsed or affiliated with Syfy(formally Sci-Fi), NBC, Universal Studios, Relic, Sierra, Aspyr, Stardock or Ironclad Games. All trademarks, logos, sounds, and video are the property of their respective owners. This fan based modification is strictly non-commercial and may not be used for any commercial purposes!
* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).
Quick synopsis
This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach.
Colonial Fleet
Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.
Colonial Sound Dialogue Script (link)
Cylon Armada
If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.
Contributions can be emailed to: zombiesrus5 at gmail dot com
Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.
Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice
Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.
Please email me for development SVN access which is different from the playtest SVN noted above.
Members: ZombiesRus5
War-era Centurian: Status is given to those that actively contribute to the mod.
Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy
U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod.
Members: Stalcore, JonJay
Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.
Members: Unikraken, SpardaSon21, holybeast
Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.
Unknown Members: 2500+ souls or machines
Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost
Modding Contributions Needed
So it looks as though the only thing to fix up for Cylons is:
- Resurrection Hub: Is it going to move and phase jump? If not, remove the research items for these abilities
- Have emailed you some images which could be used as the victory end screens
Have been playing the mod almost non stop for the last few days, and it's just awesome... Love how polished the Cylons are.
A big thank you goes out to Zombie - you've invested so much time into this mod. No-one can do it like you can. You've created such an awesome mod.
Also a big thank you to Cylon_Luvr and Crazyfrywad... you've both contributed so much to this mod!
Well thank you! I'm re-recording a couple of lines I've done so they sound better. I did them in a hurry last time, but the girl that did her share did a wonderful job!
SofF: Fall of Kobol: Reb.1.80.29.2
SofF: Fall of Kobol: Reb.1.80.29.2 (Patch)
The first link doesn't go anywhere and the second link is to a private file.
Lol. Not sure where the process fail was there. Can't fix until much later.
Sorry, not sure what you mean by "Can't fix until much later." Cant you just create new links? Also, what are the new changes included in the update?
I sometimes have a social life
Links are updated. Apparently mediafire defaults to private now requiring you to manually share them.
Here's the changelog:
Change Log (Build 29 Patch 2)Moons
Militia
Pirate
Planets
Fall of Kobol
Rogue
General
If you load the following you should get close to a total conversion of BSG.
Militia Cylon or ColonialPirate CylonRace Cylon and ColonialCore
cool Thanks Z for all your hard work.
Soooo awesome... thanks Z.
3 things:
- What are your plans for the Resurrection Hub? Can you make is phase jump or will you leave it as is and remove the FTL/phase jump research items from the research tree? I'm all good if it's just removed...
- How are the Kobol planets coming along? Let me know if there is anything that I can do... although I doubt I would be able to help with this. Excited that the current custom Cylon moon will become a placeable planet... It looks cool.
- Descriptions for the abilities for the Cylon moon are still off i.e. seems to be a mix of Vasari and Advent... like I said before, can the current starbase abilities for Cylon be carried across for the moon?
Hey there,
Huge fan of your mod and my friends and I have been playing it for year(s)? long time anyways.So huge props for making this
Anyways got a few questions and if they have been answered in the massive 89 pages of thread I apologize in advance!
1. Playing Colonial Separatists seems to be without Phase Jump Prohibitors. No research to unlock it, I do not know if this is intentional but there it is brought to your attention. Colonial Defence forces have it however. Intentional or bug?
2. I use Fall of Kobol along with Sins of the Fallen (all together) as Sins of the Fallen is the only way I can fight the vanilla races in the Fall of Kobol sandbox, and as we are many who play together we need dispersion of different forces. My question is this: Is this "supported"? or are we playing on prayers that it won't crash as potential conflicts arise from mixing both mods?
3. In sins of the fallen mod, the awesome mini-mod to disable super-weapons is not working. We still get the terrible novalith-spam. Sadness! because this is one severely loved mini-mod! Please fix! or tell me how to fix it myself! (I am a n00b so be gentle!)
Think thats the most pressing for now.
Anyways we hope this helps you to help us or at the very least gives you some constructive feedback on the health of your mod.
Again, we salute you for giving us literally hundreds of hours of epic multiplayer fun!
Cheers
Found a bug. Playing as Cylon rebels (unsure if it's shared with the loyalists ATM) there is a research in the civilian tree that says it makes research go faster and decrease cost.
While it does reduce the research time, it INCREASES the cost of research.
edit:
It works completely fine. I ALWAYS play with colonials, cylons, TEC, vasari, and Advent activated. fall of Kobol is simply (as my understanding of it) a race pack for Sins of the Fallen.
The main SotF mod has two patches which say they fix that.
Thanks Kalavier^^
I would like to wish everyone in the states a happy and safe Thanksgiving
Hey Z, hows things?
When I was playing the mod, I noticed:
- Can research construction outpost, but ability is not available for the actual starbase. Could probably remove "Enforced Loyalty" and replace with Construction Outpost?
- I don't think that the Pulsar Cannons research works in the Defense Systems tree (for the starbase). Doesn't seem to add another target bank to the starbase.
- There's a problem with the stripping to the core research... Normal planets can be stripped and become a dead asteroid, but aren't you supposed to be able to strip it again and then it turns into an Asteroid Belt? At the moment, when you try and strip the dead asteroid, it doesn't have any effect i.e. stays as a dead asteroid and doesn't have the cool stripping effect, sound etc. If the planet is already a dead asteroid from the start of the game, it cannot be stripped and turned into an asteroid belt.
- The icons for the Titan i.e. "Advanced hybrid core" etc change once you've researched it... changes back to the old icon once you go past level 1:
Other changes posted previously:
and:
"Found a bug. Playing as Cylon rebels (unsure if it's shared with the loyalists ATM) there is a research in the civilian tree that says it makes research go faster and decrease cost.
While it does reduce the research time, it INCREASES the cost of research."
Your correct it's missing as a starbase upgrade. There should be room for one more upgrade. I'll need to add it in.
Visually it might be hard to see. It increases the number of targets by one that can be attacked from the front/back/left/right banks.
researchModifier modifierType "StarBaseWeaponTargetPerBankAdjustment" baseValue 0.000000 perLevelValue 1.000000
Yep... I only changed the first tier. I was thinking about adding in different icons for each tier but didn't have time. I'll default them to the first level icon for consistency then look at changing later.
I'm going to implement a token based system for the Resurrection Hub. When you build the hub from the tactical menu two things will happen. 1) A token will be placed in the gravity well the hub was initially spawned in. The token will be classed as a superweapon and will look like a satellite. 2) A frigate will be spawned for the Resurrection Hub that will be linked to the token. The token will be destroyed when the Resurrection Hub it is linked to is destroyed.
The hub will initially have phase jump capability disabled. This buff will be removed when the FTL research is completed.
I've not decided what kind of AI to give to the Resurrection Hub. I might try colony ship to see how it behaves first.
I've not made progress on any new planets
One way that would really help is to figure out the color codes (hex value) for the remaining planets.
LandWaterIce
Air/Atmosphere - can affect how the planet looks
I'm using a tool to generate the actual texture so I need to feed in those values, plus how much land/water/ice there is. How mountainous it is.
Moons are a novelty that I tweak when I can. Because of how assets are used and referenced having a generic addon requires it to have all the assets it needs to load without mini-dumping regardless of which race is loaded. This becomes a problem adding in cylon specific assets that won't be present when the cylons aren't loaded.
It's not impossible to do, but will require a fair bit of work to setup properly.
Thanks- those positive and negatives can be a burger.
Thanks heaps Z. I'll pull together some new icons for the Titan.
How about the below as well?
I have a question about the Boomer class titan for the Cylons, it's level 6 ability nuclear barage, is it 120 damage per nuke, or is that the damage total?
Just noticed that the Pirate window looks funky as well when playing as Cylon... the picture isn't fitting in the box...
Help Sins of the Fallen get in the top 100 for 2013 Mod of the Year: http://www.moddb.com/mods/sins-of-the-fallen
Hey Z... Did you get the new icons that I sent through?
He must be on holidays or something
Merry Christmas everyone. hope everyone has a safe and happy holiday.
So Say We All!
Merry Christmas!!
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